We have released all the Winter Fantasy adventures except PREQ6-1 and ADCP6-1 (which are coming soon)! Please see the WF 2014 Downloads for details.

Epic Campaign reminder: If you plan to play EPIC6-1, we strongly recommend that you first play as many of the previous Epic Campaign adventures as you can, but especially EPIC5-3.

Final Batch of LFR Content - Coming June 2014

We have a few remaining adventures to release, all of which will be available by the start of Origins 2014. These include ADCP6-1 and PREQ6-1 (the Winter Fantasy 2014 BI and its prequel), the two Intro adventures, AGLA2-4, and the two remaining Giants series adaptables. Once everything is released we will do a final reorganization of this website to make everything easy to find. The site will remain available as an archive of the LFR campaign.

As part of this final content release for Living Forgotten Realms, all of the ADCP adventures that were previously only available to public events have been added to the website and are available for direct download. The online public-play request form is no longer being used. Feel free to download them and play them at your convention, game day, or at home, or just read them to see what happened. (For easy access to all the ADCP files, visit the archived adventures page.)

Although we still believe that these large-scale adventures are best experienced at public events, the Global Admins hereby grant permission for players to ignore the restriction on the title page of these adventures saying that they are limited to public play only. Enjoy!

Campaign Rulings not in the LFRCG

Occasionally, the campaign staff needs to issue rulings that are either too narrow to warrant inclusion in the LFR Campaign Guide or that override the text of the current version. These rulings are documented here and are official for the campaign.

Menzoberranzan: City of Intrigue contains no game mechanics and therefore is not a player resource for LFR. We do encourage players, DMs, and My Realms authors to use this sourcebook for inspiration.

The new set of Drow Treachery Fortune Cards is LFR-legal, but see the note below about cards that can damage or hinder other player characters. Also, the rules for drow station are not used by player characters in LFR, so the Worth mechanic is not used in LFR (this includes the alternative use of Worth to raise/lower a character's Armor Class). Cards that affect Worth have their other effects as normal, ignoring all references to Worth.

The drow character themes from Dragon 413 are legal for LFR. The Global Admins would like to remind everyone that a player character may never voluntarily take an action that will damage or harm another PC without first obtaining the other player's permission. This is a long-standing campaign rule and also applies to any other game mechanic, such as certain Fortune Cards, that requires another PC to suffer a disadvantage in order to trigger the benefits. You may use these cards in LFR, but you have to get the other player's permission before you play a card that will disadvantage, damage, or harm that player's character.

The Sentinel Marshal character theme from Dragon 407 is not legal for LFR because it is too closely tied to the Eberron campaign setting. In general, character themes that are directly tied to canon elements of specific, named settings other than the Forgotten Realms are not allowed in LFR. We first issued a ruling on this topic when the Dark Sun Campaign Setting introduced the concept of themes, but the LFR Campaign Guide does not mention anything about Eberron themes, because at the time the Eberron Player's Guide was released, character themes had not yet been added to 4th Edition so that book does not contain any themes. However, now that Eberron-specific themes are starting to appear in Dragon, our intent is the same for Eberron themes as it was when we decided not to allow Dark Sun themes, and we will revise the wording of the Campaign Guide to reflect this intent.

Into the Unknown: The Dungeon Survival Handbook is a legal player resource for LFR. Please see this blog post for the chapter-by-chapter breakdown.

The article Character Themes: Citizens of Splendor from Dragon 409 has been reviewed by the Waterdeep Writing Director and the Global Administrators. This article is allowed in LFR, but the Masked Lord of Waterdeep theme is restricted (requires a Story Award). The Blackstaff Apprentice and Halaster's Clone themes are freely available, but these themes have some added requirements/clarifications that LFR players must follow. Please see this blog post on the LFR Community for the full ruling, which will be incorporated into the next release of the LFR Campaign Guide.

Story Award SPEC51 from the adventure SPEC4-1 Cerulean Dreams is missing a sentence. It should say that Story Award SPEC50 counts as a separate favor with the Keepers of the Cerulean Sign. So a character with both SPEC50 and SPEC51 would have two favors. We will revise the certificate, but those who already have it may add this note.

Heroes of the Elemental Chaos is a legal player resource in LFR. Rules elements that require additional campaign documentation (such as gaining purchase access to Uncommon items and any access to Rare items or "alternative rewards") are restricted as normal. See the LFR Campaign Guide for details.

It's not listed as a player resource in the LFR Campaign Guide so the existing rules already suffice, but the Global Admins want to be clear that content from the Book of Vile Darkness sourcebook is not usable by player characters in LFR without campaign documentation, even if the content does not specifically say that it requres the PC to have an evil alignment. This restriction also applies to any articles in Dragon with additional BoVD character themes or other support articles specifically for the BoVD, including the Black-Hearted Knave and Infernal Prince character themes from Dragon 406. We do, however, fully intend to take advantage of the BoVD as a sourcebook for LFR authors!

Mordenkainen's Magnificent Emporium is a legal player resource for LFR, with the exception of artifacts, cursed items, henchmen/hirelings, and buildings.

Heroes of the Feywild is legal for LFR, with the exception of the Fey Magic Gifts in Chapter 4 (pages 140-143) which follow the same rules as all other "alternative rewards" in LFR. Note that although the sidebar on page 140 suggests that all alternative rewards expire after 5 character levels, the rules for LFR are different. See the LFR Campaign Guide ("Divine Boons and Alternate Rewards" on pages 14-15) for details.

The Neverwinter Campaign Setting is legal for LFR (specifically, all of the player options in Chapter 2). You may take a one-time, one-way retrain into one of the new subraces if your character is a member of the parent race for that subrace.

Heroes of Shadow page 130: The Vryloka bloodbond utility power IS legal in LFR, but the "Special:" entry (which allows a human target to become a vryloka with the DM's approval) is NOT legal in LFR. (Allowing the race-change effect would contradict the LFR retraining rules, and we are not making an exception for this power.) The rest of the power functions as written.

Character themes (with the exception of Dark Sun setting-specific themes) are legal in LFR! Be sure to review the WotC 4th Edition Rules Updates for the most current official errata; in particular, a number of the themes originally published in Dragon 399 were subsequently revised.

Campaign Documents

The Living Forgotten Realms Campaign Guide (LFRCG) includes all the information you need in order to get started playing LFR (other than the core rules of Dungeons & Dragons 4th Edition). Refer to this document for meta-game rules about creating and advancing characters, playing and DMing adventures, forming an adventuring company, and much more.

Meta-organizations are like Adventuring Companies, but were created to have a specific identity and place in the campaign world. Joining a meta-org usually happens as a result of playing specific adventures in which that organization's goals play a prominent role. A PC can be a member of both an Adventuring Company and a meta-organization. These rules are fully legal in LFR even though they are marked as having DRAFT status.

Winter Fantasy 2014 Adventures

Note that most of the adventure content, including the Battle Interactive, is only for the Paragon tier (CORE6-1 is a one-round Heroic tier adventure, and EPIC6-1 is a three-round 30th-level adventure; everything else is Paragon only). We do not expect this to be a serious deterrent for players. You can download 11th-level pre-generated characters from this website, and the campaign rules allow players to create new 11th-level characters. Also, if you play CORE6-1 with an existing Heroic tier character, you have the option to promote that character directly to Paragon tier at the conclusion of the adventure, as explained on the relevant Story Awards. Any character that has reached at least level 21 can play EPIC6-1, because the Epic Campaign rules permit any legal Epic tier character to play the adventures out of order, raising or lowering the character's level temporarily as needed.

ADCP6-1 The End and the Beginning

Paragon Tier

MAY 2014

The Mooney & Sons Circus has delighted audiences young and old alike for years, spreading wonder throughout Vesperin. This year, however, the traveling carnival has experienced some troubles at its performances. The mayor of the next town on the schedule fears that his citizens might be in danger, so he asks a group of promising neophyte adventurers to investigate. A Living Forgotten Realms Introductory adventure for level 1 characters. This adventure may be played on its own (in which case it will take about two hours of game time) or combined with INTR4-2 into a standard four-hour adventure.

INTR4-2 This Way to the Egress

by M. Sean Molley

Level 1 Only

JUNE 2014

Teenagers in Vesperin have developed a funny habit of disappearing after the famous Mooney & Sons Circus comes to town. Their parents believe that they have run away, drawn by the lure of the circus, and will eventually find their way back home after learning that the life of a carny isn't all it's cracked up to be. The truth is far more sinister. Can you help these youngsters escape their cruel fate? A Living Forgotten Realms Introductory adventure for level 1 characters. This adventure may be played on its own (in which case it will take about two hours of game time) or combined with INTR4-1 into a standard four-hour adventure.

Recent Adventures

The Dusk Ports of Returned Abeir are considered fairly nice places to live. That is, if you aren't one of the citizens whose cruel ruler, the Green Duchess, decides to devour for a snack. A Living Forgotten Realms adventure involving the Scions of Amber meta-organization set in Returned Abeir for characters of the Paragon tier (levels 11-20). This adventure is the first part of the Scions of Hope Major Quest, which continues in ABER4-2.

The swallowed stronghold of Djerad Kusold has long been sought by those hoping to use its cache of dragonbane amber to finally rid Returned Abeir of the last of its dragon rulers. But can a legend truly bring salvation, or is it just a dream frozen in amber? A Living Forgotten Realms adventure involving the Scions of Amber meta-organization set in Returned Abeir for characters of the Paragon tier (levels 11-20). This adventure is the second part of the Scions of Hope Major Quest, which began in ABER4-1 and concludes in ABER4-3.

The cruel reign of dragons within the Dusk Ports is a misery that can be suffered no longer. Will the spoils of a recent expedition to Melabrauth be enough to spark a revolution to finally drive the heartless tyrants out? A Living Forgotten Realms adventure involving the Scions of Amber meta-organization set in Returned Abeir for characters of the Paragon tier (levels 11-20). This adventure is the third and final part of the Scions of Hope Major Quest, which began in ABER4-1 and continued in ABER4-2.

The Tannath Mountains are poorly explored and even more poorly mapped. A humble cartographer seeks adventuring companions for his attempt to blaze a trail through these rough, steep spires. What would drive a man to undertake such a dangerous task? A Living Forgotten Realms adventure set in Aglarond for characters levels 1-4 (H1 level band). This adventure is the second part of the Invisible Road Major Quest, which began in AGLA1-5 Silver Lining and will conclude with a Heroic tier adventure during campaign year 4.

AGLA2-4 Fruit of a Poisoned Tree

by Jared Fegan and John Brice

P3 (levels 17-20)

MAY/JUNE 2014

Lesser evils lead to greater. An old villain returns, desperately seeking revenge. A member of the Simbarch's Council would like nothing better than to topple the aloof mageocracy and install himself as Grand Simbarch, even if that leads to civil war in Aglarond. Yet for every scheme, there is an even more powerful master lurking behind the curtain. A Living Forgotten Realms adventure set in Aglarond for characters levels 17-20 (P3 level band). This adventure concludes the Something Smells in Veltalar Major Quest, which began in AGLA1-3 Worst of All Snares and continued in AGLA1-6 Twisted Roots Run Deep. Play of the previous adventures is recommended, but not required.

In the human bastion of Almraiven, a gifted magical scholar has gone missing. Agents of the Efreet Lord Memnon are known to be interested in her studies; has she been kidnapped for her knowledge, or is something more subtle afoot? A Living Forgotten Realms adventure set in Calimshan for characters of the Paragon Tier (levels 11-20). Note: This is a stand-alone adventure. The story of CALI3-4 is not connected to the events of CALI3-1 through CALI3-3, so players need not make an effort to play this adventure with the same character who plays the other Year 3 Calimshan adventures.

For years the tenuous peace between Netheril and Cormyr held. For years the city of Urmlaspyr, last remnant of free Sembia, lay in between. Now something stirs in the darkest places of the city. Citizens run amok without apparent cause, wielding shadow powers they did not have before. What could cause these otherwise peaceful people to go into a murderous frenzy? A Living Forgotten Realms adventure set in Urmlaspyr for characters of the Heroic tier (levels 1-10). This adventure is part of Chapter 1 of the Desolation series. Chapter 1 includes four Heroic tier adventures that can be played in any order, leading up to the chapter's conclusion in CORE5-1. The other three parts are SPEC4-5, CORE4-4, and CORE4-5. You can play the first four adventures in any order, but you should try to play them with the same character, and you should try to play all four parts before you play CORE5-1. The Desolation series also includes Paragon tier adventures (starting with SPEC4-6). It is not expected that a player can follow both tracks with the same PC.

A radical dissident makes dark alliances and takes drastic measures to advance his political agenda. Is there time to stop the evil he has set in motion? A Living Forgotten Realms adventure set in Urmlaspyr for characters of the Heroic tier (levels 1-10). This adventure is part of Chapter 1 of the Desolation series. Chapter 1 includes four Heroic tier adventures that can be played in any order, leading up to the chapter's conclusion in CORE5-1. The other three parts are SPEC4-5, CORE4-3, and CORE4-5. You can play the first four adventures in any order, but you should try to play them with the same character, and you should try to play all four parts before you play CORE5-1. The Desolation series also includes Paragon tier adventures (starting with SPEC4-6). It is not expected that a player can follow both tracks with the same PC.

Shadows grow long in the free city of Urmlaspyr. The city calls for adventurers, as the rising darkness overwhelms the capabilities of the city guard. A noble's manor has been overtaken by shadowy undead. Can you reach the source of the haunting and stop it before it spreads throughout the city? A Living Forgotten Realms adventure set in Urmlaspyr for characters of the Heroic tier (levels 1-10). This adventure is part of Chapter 1 of the Desolation series. Chapter 1 includes four Heroic tier adventures that can be played in any order, leading up to the chapter's conclusion in CORE5-1. The other three parts are SPEC4-5, CORE4-3, and CORE4-4. You can play the first four adventures in any order, but you should try to play them with the same character, and you should try to play all four parts before you play CORE5-1. The Desolation series also includes Paragon tier adventures (starting with SPEC4-6). It is not expected that a player can follow both tracks with the same PC.

The Companion has gone dark, and now something stirs in the heart of Elturel itself. What chance does the honor-bound Church of Torm have when faced with an adversary that has neither morals nor compassion? A Living Forgotten Realms adventure set in Elturgard for characters of the Heroic tier (levels 1-10). This adventure is the first part of a four-part story arc. We recommend playing ELTU4-1 through ELTU4-4 in order, with the same character, if possible.

There is turmoil in Iriaebor and some faction in the city wants to ensure that it continues unabated. Merchants are being slaughtered, their bodies displayed in the streets. Would the Dusk Talons be willing to go that far to keep their city free from the gauntleted grip of Elturel's Order of Torm? A Living Forgotten Realms adventure set in Elturgard for characters of the Heroic tier (levels 1-10). This adventure is the second part of a four-part story arc. We recommend playing ELTU4-1 through ELTU4-4 in order, with the same character, if possible.

The clock strikes twelve. A crow screams. A traitor has been found! Yet this is no mysterious and unexpected turncoat -- it is none other than Nualla a'Ashemmi, leader of the Dusk Talons, being paraded around by the city guard! What evidence has led to her arrest, and why is she being taken to the Dungeon of the Inquisitor? The difficulty of discovering what is truly going on here pales in comparison to the difficulty of the choices you must soon make. A Living Forgotten Realms adventure set in Elturgard for characters of the Heroic tier (levels 1-10). This adventure is the third part of a four-part story arc. We recommend playing ELTU4-1 through ELTU4-4 in order, with the same character, if possible.

Following the discovery of corruption among the paladins of the Order of Torm and a deadly plague born of Bhaal that nearly destroyed Scornubel, Everyn Cadwy has brought together the leaders of the various Elturgardan factions for a summit to address the blight at the heart of the region. You have been asked by your allies to help represent one of these factions in order to negotiate the best possible alliance. Your task is nothing more and nothing less than to save Elturgard. A two-round continuous-play Living Forgotten Realms adventure set in Elturgard for characters of the Heroic tier (levels 1-10). This adventure concludes the four-part story arc that begins with ELTU4-1 and continues with ELTU4-2 and ELTU4-3. We recommend playing these four adventures in order, with the same character, if possible.

Catastrophic events have transpired during your absence, and Faerûn lies in ruins. In a world covered in darkness that even the gods have forsaken, can you provide a shred of hope to the few survivors, or will you too succumb to despair? A three-round continuous-play Living Forgotten Realms Epic Campaign adventure for 25th-level characters. This adventure is a direct sequel to EPIC4-1 Shooting the Moon. We recommend that you allow 12-15 hours of playing time in order to complete this adventure.

Power stolen from four gods is being used in a ritual to shroud the world in darkness. You must end the sorceress and her mad schemes or the world will face an age of ruin that even you will be powerless to stop. A three-round continuous-play Living Forgotten Realms Epic Campaign adventure for 26th-level characters. This adventure is a direct sequel to EPIC4-2 Age of Ruin. We recommend that you allow 12-15 hours of playing time in order to complete this adventure.

Perhaps you would like to hear a tale? I know just the one: a story of danger and heroism in the deserts of Calimshan... A Living Forgotten Realms adventure of the DM's devising set in Calimshan for characters of the Heroic tier (levels 1-10) or the Paragon tier (levels 11-20). This packet follows the normal rules for a My Realms adventure, but it also contains specific adventure hooks, Story Awards, and Treasures to allow DMs to design and run adventures set in Calimshan for Heroic-tier or Paragon-tier PCs.

A priestess of Sehanine Moonbow has gone missing in Neverwinter. Why was she taken, and what is she involved in? A Living Forgotten Realms adventure set in Neverwinter for characters of the Heroic tier (levels 1-10). This is the first adventure of the Devil's Play Major Quest, which continues with NEVE5-2 Serpent's Kiss and concludes in NEVE5-3 Spider's Web.

Deep within the Neverwinter Wood, the embers of an ancient empire rekindle. Conspiracies lie behind every tree, and shadows blur the distinction between friend and foe. Caught between vying powers, a woman stands trial for the murder of her friends. A Living Forgotten Realms adventure set in Neverwinter for characters of the Heroic tier (levels 1-10). This is the second adventure of the Devil's Play Major Quest, which began with NEVE5-1 Hound's Baying and concludes in NEVE5-3 Spider's Web.

New Sharandar is on the brink of war, with skirmishes already taking place. Heroes are needed to prevent the outbreak of a full-scale war. Can you root out the infernal influence that is the cause of this region's troubles before it is too late? A Living Forgotten Realms adventure set in Neverwinter for characters of the Heroic tier (levels 1-10). This is the third and final adventure of the Devil's Play Major Quest, which began with NEVE5-1 Hound's Baying and continued in NEVE5-2 Serpent's Kiss.

Ala'Ammar is ready to lead his army from Almraiven to liberate the oppressed slaves of Calimport and Memnon. He has invited his most trusted friends and allies to join the crusade for Calimshan's liberation.

This is a Quest adventure, which means that all characters in the party must qualify to go on the quest. To participate in this adventure, each PC at the table must have at least two Story Awards from the following list: CALI10, CALI12, CALI20, CALI21, CALI23, CALI27, CALI28, and/or ADCP29.

This is a two-round continuous-play Living Forgotten Realms adventure set in Calimshan for Adventure Levels 18 and 20. These two ALs support character levels 15-20; however, the adventure was written and playtested with the assumption that no character would be below 17th level. We recommend playing this adventure with level 17-20 characters, but any legal AL 18 or AL 20 table can play. Tables playing AL 18 with predominantly level 15/16 PCs may find this adventure extremely challenging.

It is recommended, but not required, that you play this adventure after having played most if not all of the previous Year 4 Paragon tier Calimshan Story Area adventures, as well as SPEC4-4 and ADCP4-2.

A Masked Lord needs adventurers to journey to the Gates of the Moon and recover a protective artifact. This quest is surely for the good of Waterdeep, but what will it mean for those who lose their ancient guardian? A Living Forgotten Realms adventure set in Waterdeep and the Astral Sea for characters of the Paragon tier (levels 11-20).

House Moonstar asks adventurers to reveal traitors and discover secrets in a most perilous place. A two-round continuous-play Living Forgotten Realms adventure set in Waterdeep for characters of the Paragon tier (levels 11-20). This adventure continues the Brightcloaks Major Quest, which began in WATE3-1 and concludes in WATE3-3. We recommend that you allow at least eight hours of play time to complete this adventure.

The Blackstaff and a priestess of Selûne seek adventurers to find and destroy a powerful servant of Shar, ending an ancient threat to Waterdeep. But evil does not wait politely while good finishes making its plans. A two-round continuous-play Living Forgotten Realms adventure set in Waterdeep for characters of the Paragon tier (levels 11-20). This adventure concludes the Brightcloaks Major Quest, which began in WATE3-1 and continued in WATE3-2. Note: This is a large, complex adventure, even for a two-rounder. We recommend that you allow at least eight hours of play time (and preferably ten hours) to complete this adventure.

New Adapted Adventures

Three years ago, Ulmar Lightborn left the town of Silvergrail to embark on a grand adventure. The would-be hero never returned from his very first quest. Ulmar's younger brother Zelgar stayed behind and now serves as Silvergrail's cleric. You've arrived just in time to participate in an unexpected family reunion. A Living Forgotten Realms adapted adventure set in the Moonshae Isles for Adventure Level 6 (supports characters of levels 3-9, but recommended for levels 4-6). This adventure is found in issue 194 of Dungeon online, part of D&D Insider. Dungeon adventures may be downloaded by subscribers from the Wizards of the Coast website. This adaptation document does not present adjusted stat blocks for multiple tiers; any legal AL 6 table can play. The DM is expected to use the stat blocks from the published adventure and adjust accordingly. At least one person at the table (either a player or the DM) must have an active subscription to D&D Insider. We recommend that you allow at least six hours of playing time to complete this adventure.

The theocracy of Elturgard was changed forever when army of plaguechanged monsters nearly destroyed the city of Elturel. All seemed lost, but heroes turned the tide and destroyed a terrible abomination of pure Spellplague energy. The forces unleashed during and after the battle transformed what had been a small local plagueland into the massive Chaos Scar. One of the city's most ardent defenders has recently discovered that uncontrolled magical energy is once again building up along the boundary of the plagueland. What will you find on the other side? A Living Forgotten Realms adapted adventure set in Elturgard for characters levels 1-5 (but recommended for levels 1-2). Stick in the Mud is the first part of the Chaos Scar series. This adventure is found in issue 171 of Dungeon online, part of D&D Insider. Dungeon adventures may be downloaded by subscribers from the Wizards of the Coast website. This adaptation document does not present adjusted stat blocks for multiple tiers; any legal Adventure Level 2 table can play (character levels 1-5 are eligible for AL 2). Please bear in mind that the stat blocks in the adventure were written for a party of level 1 characters (however, the adaptation document does update all the stat blocks to MM3 damage expressions). Tables of all level 4-5 characters might not find this adventure challenging. At least one person at the table (either a player or the DM) must have an active subscription to D&D Insider. This adventure should be playable from start to finish in the span of a single four-hour LFR game session.

Against the Giants

Giants have been raiding the civilzed lands, visiting death and destruction upon villages, towns, and farmlands. A band of adventurers has assembled to punish the marauding giants. The legendary 'G' series of adventures by Gary Gygax from 1st Edition D&D is now available for 4th Edition, reimagined by Christopher Perkins - including an all-new chapter dealing with the stone giants.

Against the Giants comprises four individual adventures, which may be found in Dungeon issues 197-200. Each adventure has been adapted separately for LFR. They can be run individually, or as a four-part Paragon tier series. Characters who play all four parts (regardless of order) are eligible for a special Major Quest award. The target levels for each successive adventure increase, so the target ALs of the adaptations also increase: AL 12, AL 14, AL 16, and finally AL 18. It is therefore possible for a character to "out-level" the series since each part requires a legal table of the adapted AL (so, for example, 16th-level characters cannot play ADAP4-3 since AL 12 only allows characters of levels 11-15). As with all LFR adaptations of Dungeon adventures, at least one person at the table (either a player or the DM) must have an active subscription to D&D Insider.

The closest giant stronghold - and the greatest immediate threat to the safety of nearby settlements - is a great timber fortress populated by hill giants. A Living Forgotten Realms adapted adventure for Adventure Level 12 (supports characters of levels 11-15, but recommended for levels 12-14). This adventure is found in issue 197 of Dungeon. This adaptation document does not present adjusted stat blocks for multiple tiers; any legal AL 12 table can play. We recommend that you allow at least sixteen hours of playing time to complete this adventure (the equivalent of three to four standard LFR rounds).

Until recently, the stone giants rarely ventured far from their warrens in the craggy mountain foothills. But something has changed. A Living Forgotten Realms adapted adventure for characters levels 11-17 (but recommended for levels 14-16). This adventure is found in issue 198 of Dungeon. This adaptation document does not present adjusted stat blocks for multiple tiers; any legal Adventure Level 14 table can play (character levels 11-17 are eligible for AL 14). We recommend that you allow at least sixteen hours of playing time to complete this adventure (the equivalent of three to four standard LFR rounds).

ADAP4-5 Glacial Rift of the Frost Giant Jarl

by Gary Gygax andChristopher Perkins

Adventure Level 16

MAY 2014

Although the success of the giant alliance rests squarely on the broad shoulders of King Snurre, ruler of the fire giants, his staunchest ally is Grugnur, the frost giant jarl. Killing Grugnur would surely create disorder and unrest in their ranks. Until recently, the location of the frost giant stronghold was a well-guarded secret. However, a map has been found... A Living Forgotten Realms adapted adventure for characters levels 13-19 (but recommended for levels 16-18). This adventure is found in issue 199 of Dungeon. This adaptation document does not present adjusted stat blocks for multiple tiers; any legal Adventure Level 16 table can play (character levels 13-19 are eligible for AL 16). We recommend that you allow at least sixteen hours of playing time to complete this adventure (the equivalent of three to four standard LFR rounds).

ADAP4-6 Hall of the Fire Giant King

by Gary Gygax andChristopher Perkins

Adventure Level 18

MAY 2014

King Snurre of the fire giants rules from a mighty hall in the volcanic mountains, beyond the reach of most mortal enemies. The heroes sent to dispatch him, however, are no mere mortals. A Living Forgotten Realms adapted adventure for characters levels 15-20 (but recommended for levels 18-20). This adventure is found in issue 200 of Dungeon. This adaptation document does not present adjusted stat blocks for multiple tiers; any legal Adventure Level 18 table can play (character levels 15-20 are eligible for AL 18). We recommend that you allow at least sixteen hours of playing time to complete this adventure (the equivalent of three to four standard LFR rounds).

Halls of Undermountain

Beneath the streets of Waterdeep, a sinister dungeon awaits adventurers brave enough to face its perils. Created ages ago by the wizard Halaster, the sprawling dungeon is a lair for terrible monsters and ruthless villains. In the dark chambers, they hunger for victims and plot the downfall of those who dwell on the streets above. Who will unravel the twisting labyrinth to reveal its secrets, claim its treasures, and stop the foul machinations of the dungeon's denizens?

Because of the size of the dungeon, we have broken the LFR adaptation into three parts. We recommend that you play them in order, starting with a brand-new level 1 character, as the published adventure was designed to take a party from level 1 to level 5, but the DM has some leeway to adapt as needed for tables of varying levels (as long as the table is legal for Adventure Level 2). The adaptation documents do not present updated stat blocks for multiple tiers. Each of the three parts of the adventure stands on its own; PCs that successfully complete all three parts are eligible for a special Major Quest award from the upcoming Dungeon adventure Halaster's Haunt (which we will of course adapt for LFR when it is published).

The design of the sourcebook is more open-ended than has traditionally been the case in published 4th Edition products, leaving many of the details up to the DM. Therefore, it is reasonable to expect that an LFR DM will need to invest more preparation time than usual in order to run these adventures, even using the LFR adaptation documents. As with all LFR adaptated adventures, you must have a copy of the published Halls of Undermountain sourcebook. The DM will also need a copy of Monster Vault (or access to the D&D Compendium) as the adventure does not reprint statistics for creatures from that book.

A noblewoman fears that her nephew is lost on a fool's errand into the dreaded Undermountain, and she turns to a group of adventurers to rescue him. The first step is to make the entrance safe. A Living Forgotten Realms adventure set in Waterdeep and Undermountain for Adventure Level 2 (supports characters levels 1-5). This adventure is found in the Halls of Undermountain sourcebook from Wizards of the Coast. We recommend that you allow at least 16 hours of playing time to complete this adventure (the equivalent of three to four standard LFR rounds).

A noblewoman fears that her nephew is lost on a fool's errand into the dreaded Undermountain, and she turns to a group of adventurers to rescue him. A clue to his whereabouts might be located in a section of the dungeon once used as tombs. A Living Forgotten Realms adventure set in Waterdeep and Undermountain for Adventure Level 2 (supports characters levels 1-5). This adventure is found in the Halls of Undermountain sourcebook from Wizards of the Coast. We recommend that you allow at least 16 hours of playing time to complete this adventure (the equivalent of three to four standard LFR rounds).

A noblewoman fears that her nephew is lost on a fool's errand into the dreaded Undermountain, and she turns to a group of adventurers to rescue him. Between the adventurers and the final step in their search stands nothing short of a full-scale lizardfolk invasion. A Living Forgotten Realms adventure set in Waterdeep and Undermountain for Adventure Level 2 (supports characters levels 1-5). This adventure is found in the Halls of Undermountain sourcebook from Wizards of the Coast. We recommend that you allow at least 16 hours of playing time to complete this adventure (the equivalent of three to four standard LFR rounds).

Gen Con 2012 Adventures

These adventures premiered at Gen Con Indy 2012. All seven of these adventures are sanctioned for both public and private play.

A carnival in the streets of Shou-Town has attracted the youth of Phsant to a life of performance and travel. But does a darker purpose hide beneath the sights and sounds of the amusements? Or is the carnival merely a convenient scapegoat for the people of Phsant? A Living Forgotten Realms adventure set in Thesk for characters of the Heroic tier (levels 1-10).

Two years ago a child was born from such unusual parentage that she has attracted attention from well beyond the reclusive hamlet where her parents lived. Powerful forces both new and ancient endanger the child's welfare. A Living Forgotten Realms adventure set in Narfell for characters of the Heroic tier (levels 1-10). This adventure stands on its own, but it is also a sequel to CORE2-05 The Black Card. Play of the prior adventure is neither required nor assumed.

For years the tenuous peace between Netheril and Cormyr held. For years the city of Urmlaspyr, last remnant of free Sembia, cursed to be shrouded in perpetual shadow, lay in between. Now something stirs in the darkest places of the city: something dangerous, something vile, something that will disrupt the fragile balance. Will the city fall to its well-known foes, or to this new, unexpected threat? A Living Forgotten Realms adventure set in Sembia for characters of the Heroic tier (levels 1-10). This adventure is part of Chapter One of the Desolation series. Chapter 1 includes four adventures that can be played in any order: SPEC4-5, CORE4-3, CORE4-4, and CORE4-5. Chapter 1 then concludes with CORE5-1. You should try to play as many of these adventures as you can with the same character. The Desolation series also includes Paragon-tier adventures; it is not expected that a player can follow both tracks with the same character.

"Shadows long at rest stir, and they hunger for all Faerûn." Was the oracle Saharel talking about the Empire of Netheril? Are they responsible for the dark forces now raging in the Dalelands? A Living Forgotten Realms adventure set in the Dalelands for characters of the Paragon tier (levels 11-20). This adventure is Chapter Two, and the Paragon tier introduction, to the Desolation series. The Desolation series includes both Heroic-tier and Paragon-tier adventures; it is not expected that a player can follow both tracks with the same character.

Stirrings of an evil cult have come to light in the Dock Ward of Waterdeep. Can you discover the source of this evil and put a stop to it before more souls are lost forever? A Living Forgotten Realms adventure set in Waterdeep for characters of the Heroic tier (levels 1-10). This adventure starts the Infernal Ambitions Major Quest, which continues in WATE4-2 and concludes in WATE4-3. Playing the trilogy in order with the same character is recommended, but not required.

When a rising member of the City Guard begins to act strangely, her friends need your help to find out why. Can you discover the truth before Aumarr Belbrundel ruins her career? A Living Forgotten Realms adventure set in Waterdeep for characters of the Heroic tier (levels 1-10). This adventure is the second part of the Infernal Ambitions Major Quest, which began in WATE4-1 and concludes in WATE4-3. Playing the trilogy in order with the same character is recommended, but not required.

The Temple of Beauty has always been a place where the powerful revel in ideals of love. When a cult plans to use those ideals as a weapon, what can be done to stop them? A Living Forgotten Realms adventure set in Waterdeep for characters of the Heroic tier (levels 1-10). This adventure is the conclusion of the Infernal Ambitions Major Quest, which began in WATE4-1 and continued in WATE4-2. Playing the trilogy in order with the same character is recommended, but not required.

Origins 2012 Adventures

These adventures premiered at the 2012 Origins Game Fair. All six of these adventures (including the BI) are part of a single overall plot, but you can play them in any order. Characters who have completed the Battlecloak Saga (CALI3-1, 3-2, and 3-3) will find that their past deeds make a difference in these new adventures, but prior experience in Calimshan is not required.

The ever-shifting sands of the Calimshan desert have uncovered the ancient city of Sudolphor. The forces of Calimport, Memnon, and Almraiven converge upon the city, each striving to gain a tactical advantage in their ongoing struggle for supremacy. A Living Forgotten Realms two-round continuous-play Battle Interactive set in Calimshan for characters of the Heroic and Paragon tiers (levels 1-20). You should allow 9 hours of play time to run this event (we recommend two 4-hour back-to-back slots with a 1-hour break). This adventure is combat-intensive. Players who do not enjoy combat encounters are less likely to enjoy this adventure. It is recommended that at least three of the characters at the table be members of the same Adventuring Company or meta-organization.

The WeavePasha of Almraiven seeks adventurers to recover shards of the Calimemnon Crystal. He has traced one shard to the Plain of Stone Spiders. A Living Forgotten Realms adventure set in Calimshan for characters of the Paragon tier (levels 11-20). The Calimemnon Crystal Major Quest comprises CALI4-1, 4-2, and 4-3; you may play these three adventures in any order.

The WeavePasha of Almraiven seeks adventurers to recover shards of the Calimemnon Crystal. He has traced one shard to an earthmote floating high above the desert. However, that same earthmote also happens to be the lair of a blue dragon. A Living Forgotten Realms adventure set in Calimshan for characters of the Paragon tier (levels 11-20). The Calimemnon Crystal Major Quest comprises CALI4-1, 4-2, and 4-3; you may play these three adventures in any order.

The WeavePasha of Almraiven seeks adventurers to recover shards of the Calimemnon Crystal. It seems as though one of the shards has practically come to him. Elemental disturbances in the abjurations he maintains have led the WeavePasha to believe that a shard has been brought to Almraiven, and is interfering with the city's magical defenses. Other reports indicate that the Twisted Rune, a highly secretive cabal of powerful undead spellcasters, may be involved. A Living Forgotten Realms adventure set in Calimshan for characters of the Paragon tier (levels 11-20). The Calimemnon Crystal Major Quest comprises CALI4-1, 4-2, and 4-3; you may play these three adventures in any order.

Tensions between Calimport, Memnon, and Almraiven are a constant for the citizens of Calimshan. If war were to break out between any two of these cities, the third would gain a powerful advantage. Ala'Ammar, patriarch of House Asada, seeks to free the slaves of both Calimport and Memnon. He has called for adventurers to travel to Calimport and incite them to go to war with Memnon, tipping the scales in Almraiven's favor. A Living Forgotten Realms adventure set in Calimshan for characters of the Heroic tier (levels 1-10).

An uneasy truce between three cities has led to a delicate balance of power. If any two were to wage war, the third could grow strong enough to swiftly conquer (or liberate) all of Calimshan. One ambitious human intends to ensure that the city of Almraiven emerges victorious once the dust has settled. With your help, the last bastion of humanity in the region may yet triumph over the evil empires of Calimport and Memnon. A Living Forgotten Realms adventure set in Calimshan for characters of the Paragon tier (levels 11-20). This adventure is playable by characters that had previously played SPEC4-3 Conflict in Calimport when they were Heroic tier.

D&D Experience 2012 Adventures

The city of Myth Nantar is the center of the sea elves' society. Although it once rested entirely beneath the waves of the Sea of Fallen Stars, the changes wrought by the Spellplague exposed Myth Nantar's upper levels to the air. Now the sea elves and the surface races mingle and trade freely here, protected from their enemies by ancient elven high magic. Thanks to the mythal, the citizens of Myth Nantar need not fear the threat of the Abolethic Sovereignty. Or so they believe. A two-round continuous-play Living Forgotten Realms Battle Interactive set in Myth Nantar for characters of the Heroic and Paragon tiers (levels 1-20, but all characters must be of the same tier and able to play at the table's chosen Adventure Level).

You should allow at least 9 hours of play time to run this event (we recommend two 4-hour back-to-back slots with a 1-hour break in the middle). This adventure is combat-intensive, and the combat encounters may be more difficult than those in a typical LFR adventure. You will need good resource management, strong teamwork, and a bit of luck to succeed. We recommend that at least three of the characters at the table be members of the same Adventuring Company or meta-organization. This adventure takes place after (and is directly caused by) the events of SPEC4-1 Cerulean Dreams and SPEC4-2 The Writhing Obelisk. Play of the prior adventures is recommended, but is neither required nor assumed.

The encounters in this adventure are designed to be played using the poster maps that are included with the print products The Book of Vile Darkness and Map Pack: Haunted Temples from Wizards of the Coast. We believe that you will enjoy fighting these battles even more if you use the poster maps, but they are optional.

Devious plots have greatly weakened the Seldarine and nearly destroyed Arvandor and the Demonweb. Can you intervene before these machinations plunge Faerun into havoc, ruin, desolation, and devastation? A three-round continuous-play Living Forgotten Realms Epic Campaign adventure for 24th-level characters. This adventure is a direct sequel to EPIC3-3 The Tangled Skein of Destiny and marks the beginning of the second season of the LFR Epic Campaign. We recommend that you allow 12-15 hours of playing time in order to complete this adventure.

The Ordulin Maelstrom's dark embrace obliterates ordinary mortals within moments. But you are no ordinary mortal, and the Harpers need someone to brave the depths of this life-consuming vortex. Can you complete your mission before the vile shadows devour your soul and reduce your body to an empty, withered husk? A Living Forgotten Realms adventure set in Sembia for characters of the Paragon tier (levels 11-20). This adventure is part of the Foresight trilogy, which also includes NETH4-2 The Tripartite Tower and NETH4-3 Purifying the Prophet. This adventure and NETH4-2 may be played in either order, but you should try to play them both before you play NETH4-3.

The Harpers need a powerful expert on arcane magic, someone with decades of experience. All you have to do is travel to meet with a famous but reclusive wizard and secure his aid. Unfortunately, the Netherese aren't going to make it easy. A Living Forgotten Realms adventure set in Cormyr for characters of the Paragon tier (levels 11-20). This adventure is part of the Foresight trilogy, which also includes NETH4-1 Containing Shadow and NETH4-3 Purifying the Prophet. This adventure and NETH4-1 may be played in either order, but you should try to play them both before you play NETH4-3.

The Netherese sought to control the Oracle of Spellgard Keep, and nearly succeeded. She was only saved by binding her spirit inside a sentient golem. But for Lady Saharel to be useful to the Harpers, you must find a way to place her beyond the reach of her former masters. A Living Forgotten Realms adventure set in Luruar for characters of the Paragon tier (levels 11-20). This adventure is the third and final part of the Foresight trilogy, which began in NETH4-1 and NETH4-2. We recommend that you play the previous two adventures (in either order) before playing this adventure.

I awaken slowly, my head throbbing with pain. The first thing I notice is the overpowering smell of brine. The light hurts my eyes as I peer around the room. I am still groggy from ... from ... well, I can't quite remember exactly what happened. Where is this place, anyway? When did I get here? Why does it look like a cross between a torture chamber and a prison cell? Who are all these green-skinned, bug-eyed creatures shambling around? I rub my eyes and that's when I notice the webbed flesh growing between my fingers... A Living Forgotten Realms Special adventure set in the Sea of Fallen Stars for characters of the Heroic tier (levels 1-10). This adventure will be of particular interest to characters who played SPEC3-3 Dance of the Sun and Moon or who have previously encountered agents of the Abolethic Sovereignty. This adventure takes place at the same time in-game as SPEC4-2 The Writhing Obelisk, so a character that plays SPEC4-1 may not subsequently play SPEC4-2.

No one knows why the aboleths of Xxiphu take so many prisoners. Their motives and minds are as alien and incomprehensible as the Far Realm itself. Their flying city appears seemingly at random, striking at locations all around the Sea of Fallen Stars, vanishing as quickly as it appeared. The luckier captives are simply killed outright. Those less fortunate are subjected to horrifying experiments, transforming their bodies and minds in ways that not even the Plaguescarred would recognize. But this time the Abolethic Sovereignty has gone too far. It's time to take the fight to Xxiphu. It's time to crack open the writhing obelisk. A Living Forgotten Realms Special adventure set in the Sea of Fallen Stars for characters of the Paragon tier (levels 11-20). This adventure will be of particular interest to characters who played SPEC1-11 Drawing a Blank or who have previously encountered agents of the Abolethic Sovereignty. This adventure takes place at the same time in-game as SPEC4-1 Cerulean Dreams, so a character that played SPEC4-1 may not subsequently participate in SPEC4-2.

Gen Con 2011 Adventures

These adventures premiered at Gen Con Indy 2011 and are sanctioned for both public and private play. To be clear, the Elturgard Story Area has two concurrent Major Quests, each of which consists of three adventures. These are separate stories; while we recommend that you pursue each quest line in order with the same character, it doesn't have to be the same character in both of the quests. The odd-numbered adventures (ELTU3-1, ELTU3-3, and ELTU3-5) form the Sinister Intentions Major Quest, while the even-numbered adventures (ELTU3-2, ELTU3-4, and ELTU3-6) form the Controlling Chaos Major Quest.

Ala'Ammar, patriarch of House Azhar in Almraiven, believes his bloodline might be traced back to the legendary House Asada. To prove his claim, Ala'Ammar seeks the famous Battlecloak of Vycaena. He needs a band of daring adventurers to conduct the search for him -- a search that leads through the twisted streets of Mintar, into dark dungeons where secrets are torn from souls the way flesh is torn from bone. A Living Forgotten Realms adventure set in Calimshan for characters of the Heroic Tier (levels 1-10). This is the first part of the Battlecloak Saga, which continues with CALI3-2 and concludes in CALI3-3. We recommend, but do not require, that you play the three parts of this story arc in order, with the same character.

The search for the Battlecloak of Vycaena leads to the city of Memnon, where fire genasi enjoy an opulent lifestyle built on the backs of human slaves. Heroes are needed to infiltrate the city, posing as thespians, and locate the prize. Does your ability to perform on stage match your ability to perform in combat? A Living Forgotten Realms adventure set in Calimshan for characters of the Heroic Tier (levels 1-10). This is the second part of the Battlecloak Saga, which began with CALI3-1 and concludes in CALI3-3. We recommend, but do not require, that you play the three parts of this story arc in order, with the same character.

In a land of assassins, djinn, giant birds, and magic lamps, our heroes find themselves pursued all the way to the gates of Almraiven, and quickly discover that there are those who would stop at nothing to prevent Ala'Ammar from getting his hands on the precious artifact that will restore honor to his family and could even deliver freedom to the oppressed people of Calimshan. A Living Forgotten Realms adventure set in Calimshan for characters of the Heroic Tier (levels 1-10). This is the third and final part of the Battlecloak Saga, which began with CALI3-1 and continued in CALI3-2. We recommend, but do not require, that you play the three parts of this story arc in order, with the same character.

The defeat of Arbosus left many unanswered questions, stirring fears of sinister plots that the Companion's light has not yet illuminated. Can you defeat the hidden threat at the Boareskyr Bridge or will you be the first to suffer a fate that could forever blot the paladins' pride? A Living Forgotten Realms adventure set in Elturgard for characters of the Heroic Tier (levels 1-10). This is the third and final part of the Sinister Intentions Major Quest, which began in ELTU3-1 Good Intentions and continued in ELTU3-3 The Way of All Flesh. We strongly recommend that you play the three parts of this series in order, with the same character, if at all possible. As with all Elturgard adventures, there may be additional role-playing possibilities for PCs who are members of the various Elturgard meta-organizations.

Rumors have surfaced that a new power in Iriaebor has secretly developed a cure for the spellscarred citizens of Elturgard. While Elturel itself has failed to deliver a cure, its leaders are suspicious that a city in political turmoil could have solved the problem so quickly. You and your fellow adventurers are sent to seek the truth, wherever it may lead. A Living Forgotten Realms adventure set in Elturgard for characters of the Heroic Tier (levels 1-10). This is the third and final part of the Controlling Chaos Major Quest, which began with ELTU3-2 Blue Wounds and continued in ELTU3-4 Blue Beast. We strongly recommend that you play the three parts of this series in order, with the same character, if at all possible. As with all Elturgard adventures, there may be additional role-playing opportunities for PCs who are members of the various Elturgard meta-organizations.

The orbit of Toril's moon often brings it across the sun's path, but astrological predictions of an upcoming total eclipse have sparked great interest. Many followers of Amaunator and Selûne have gathered at the small city of Sapra in the land of Turmish, the best place from which to view the eclipse. The worshippers of the Moonmaiden see this as a time of celebration, with their Lady ascendant, while those who revere the Sunlord are less enthusiastic about the celestial conjunction. But it is the followers of a different entity, guided by maddening whispers, who prepare to enact a far different ritual when the earth darkens and the stars shine at midday. A Living Forgotten Realms adventure set in Westgate and Turmish for characters of the Heroic Tier (levels 1-10).

Important Note: If you played SPEC3-3 at Gen Con Indy 2011 and received Story Award SPEC50 for something that you did during the adventure, there is an updated version of this Story Award in the final version of the adventure. You can either download the entire adventure and replace your existing certificate with the new version, or you can get the updated cert from the LFR Campaign Errata file when it becomes available.

Origins 2011 Adventures

These adventures premiered at the 2011 Origins Game Fair (except for PREQ3-1, but it is included here because it is a lead-in to ADCP3-2). These adventures are available for both public and private play.

The Empire of Netheril has taken over the fortress of Spellgard -- Saharelgard, as they name it now -- and are compelling its oracle, Lady Saharel, to serve their will. Their dominance is not yet assured, but with reinforcements on the way, soon the pass will be closed and Netherese control of the area will be absolute. Only a twelve-hour window of opportunity is left to liberate Saharel and prevent the Shades from achieving a major victory. A Living Forgotten Realms two-round continuous-play Battle Interactive set at Spellgard for characters of the Heroic and Paragon tiers (levels 1-20). You should allow 11 hours of play time to run this event (we recommend two 5-hour back-to-back slots with a 1-hour dinner break). This adventure is combat-intensive. Players who do not enjoy combat encounters are less likely to enjoy this adventure. It is recommended that at least three of the characters at the table be members of the same Adventuring Company or meta-organization.

We suggest, but do not require, that you play the prequel adventure PREQ3-1 Shrouded Visions before playing this adventure. Those who have interacted with the Netherese in previous adventures (particularly NETH3-1 through NETH3-3) may also find some story connections. Characters that participated in the LFR-adapted published adventureScepter Tower of Spellgard should find this adventure particularly interesting (although the plot of ADCP3-2 is completely new, many of the locations will be familiar).

You are on the trail of the criminal Arbosus. Can you stop him before he is able to hatch his devilish scheme? A Living Forgotten Realms adventure set in Scornubel for characters of the Heroic tier (levels 1-10). This adventure is the second part of the Sinister Intentions Major Quest, which began with ELTU3-1 Good Intentions. We strongly recommend that you play this series in order, with the same character, if at all possible.

Fear and discrimination drive away the spellscarred citizens of Elturgard, something else lurks ahead. What evil is preying on the refugees? A Living Forgotten Realms adventure set in Scornubel for characters of the Heroic tier (levels 1-10). This adventure is the second part of the Controlling Chaos Major Quest, which began with ELTU3-2 Blue Wounds. We strongly recommend that you play this series in order, with the same character, if at all possible.

Recently, the clergy of Selûne obtained a powerful artifact named Last Grasp of Shadowbane. However, following a recent meeting of the high priests, the artifact has vanished. With its hunger to conquer shadow creatures, this weapon could forever change the balance of power in Netheril. Someone is needed to locate the artifact and ensure that it is used for the purpose it was intended. A Living Forgotten Realms adventure set in Netheril for characters of the Paragon tier (levels 11-20). This adventure is the first part of the Sand and Shadows Major Quest, which continues with NETH3-2 and concludes with NETH3-3. We recommend that you play the three adventures in order, with the same character, if possible.

At this point in your adventuring career, the idea of pulling a shift on caravan guard duty is well beneath you. But when the caravan in question is braving the Ordulin Maelstrom, even that simple job could end up being more than you can handle. A Living Forgotten Realms adventure set in Netheril for characters of the Paragon tier (levels 11-20). This adventure is the second part of the Sand and Shadows Major Quest.

It's time to finish the job you and the Sand Kings have started: the infiltration of Shade Enclave and the assassination of a major Netherese agent. But is a direct assault the best path to take -- both literally and morally? A Living Forgotten Realms adventure set in Netheril for characters of the Paragon tier (levels 11-20). This adventure is the third and final part of the Sand and Shadows Major Quest. You cannot earn the Major Quest bonus if you have not played both NETH3-1 and NETH3-2 before playing NETH3-3.

Lady Saharel of Spellgard provides answers to the questions of those deemed worthy... but deemed worthy by whom? Answers beget more questions when pilgrims return from a restored Saharelgard with prophecies obtained after an offering to the new power in charge: the church of Shar. This is a half-round (two-hour) Living Forgotten Realms adventure for characters of the Heroic tier (levels 1-10). Although it is about half the length of a typical LFR adventure, this adventure offers many opportunities for roleplaying. If you choose to explore all of the different options available, the game can easily last more than two hours.

Note: This adventure takes place after the events described in ADCP1-2 through ADCP1-4 Scepter Tower of Spellgard and is also an optional prelude to ADCP3-2 From Dawn Till Dusk.

Older Adventures

Adventures released on this website are legal for both public and private Living Forgotten Realms play. Each adventure download is a single PDF with the adventure, story awards, and a blank table-tracking form. You do not need to sanction or report these adventures through the RGPA/WPN (although if you are affiliated with the WPN, you may report these games as generic LFR adventure play if you wish to do so). These adventures are NOT available through the RPGA ordering system.

If you have any questions or comments about an LFR adventure, please join the conversation on the LFR Community, in the LFR Adventures forum.

Panicked refugees are pouring into the port city of Phlan, fleeing from barbarian attacks in the Moonsea North. Something ominous and ancient drives the horse nomads to attack their neighbors. Poised to shatter the ancient monument keeping him from Faerun, a lost god from Toril's past sends an agent from the Elemental Chaos to herald his long-prophesized return... A Living Forgotten Realms adapted adventure set in Phlan for characters levels 11-14. To run this adaptation, you will need a copy of the adventure, which is found in issue 170 of Dungeon online. Because of this, at least one person at the table needs to have a subscription to D&D Insider. We recommend that you allow a minimum of eight hours of playing time to complete this adventure.

All Faerûn's fate is being shaped in Netheril. You can hide behind your belief that this is all about other lands, other people, other lives, but in the end, your lands and your people will be caught up in this struggle like all the rest. So decide now. Which side are you on? A Living Forgotten Realms adapted adventure set in Hillsfar, in the Moonsea region, for characters levels 14-17 (the adventure is written for level 16 characters, so any P2 table can play, but there is no low-level/high-level split in the adaptation). To run this adaptation, you will need a copy of the adventure, which is found in issue 180 of Dungeon online. Because of this, at least one person at the table needs to have a subscription to D&D Insider. We recommend that you allow a minimum of eight hours of playing time to complete this adventure.

Many have died searching for the lost dwarven city of Gauntlgrym. Now, it seems, heroes have found a way inside -- but they might not live to regret it. A Living Forgotten Realms adapted adventure set in Neverwinter for characters levels 1-7 (but recommended for levels 3-5). This adventure is found in issue 193 of Dungeon online, part of D&D Insider. Dungeon adventures may be downloaded by subscribers from the Wizards of the Coast website. This adaptation document does not present adjusted stat blocks for multiple tiers; any legal Adventure Level 4 table can play (character levels 1-7 are eligible for AL 4). Please bear in mind that the stat blocks in the adventure were written for a party of level 3-5 characters. Tables of all level 1-2 characters might find this adventure very difficult. At least one person at the table (either a player or the DM) must have an active subscription to D&D Insider. We recommend that you allow at least twelve hours of playing time to complete this adventure (the equivalent of a three-round LFR adventure).

The goddess Selûne has sent her priests a warning of the dangers threatening Neverwinter, and it's up to the heroes to uncover them before it's too late. A Living Forgotten Realms adapted adventure set in Neverwinter for characters levels 1-7 (but recommended for levels 3-5). This adventure is found in issue 193 of Dungeon online, part of D&D Insider. Dungeon adventures may be downloaded by subscribers from the Wizards of the Coast website. This adaptation document does not present adjusted stat blocks for multiple tiers; any legal Adventure Level 4 table can play (character levels 1-7 are eligible for AL 4). Please bear in mind that the stat blocks in the adventure were written for a party of level 3-5 characters. Tables of all level 1-2 characters might find this adventure difficult. At least one person at the table (either a player or the DM) must have an active subscription to D&D Insider. We recommend that you allow at least twelve hours of playing time to complete this adventure (the equivalent of a three-round LFR adventure).

The citizens of Neverwinter are killing each other, and only you can end the insanity. A Living Forgotten Realms adapted adventure set in Neverwinter for characters levels 1-7 (but recommended for levels 1-5). This adventure is found in issue 195 of Dungeon online, part of D&D Insider. Dungeon adventures may be downloaded by subscribers from the Wizards of the Coast website. The stat blocks in the published adventure support Adventure Level 4, and the adaptation document includes adjusted stat blocks to support Adventure Level 2. Therefore, any LFR-legal AL 2 or AL 4 table can play (character levels 1-7, although a table of all level 6-7 characters may find the adventure too easy). At least one person at the table (either a player or the DM) must have an active subscription to D&D Insider. We recommend that you allow at least twelve hours of playing time to complete this adventure (the equivalent of a three-round LFR adventure).

The Shou town of Kudoku is in despair. Its magistrate once embodied a set of principles that guided the village, but he was murdered by assassins known as the Five Deadly Shadows. The principles have been corrupted and now protect the assassins. Can you recover the principles and best prevent the town's destruction? A Living Forgotten Realms adapted adventure set in the Dragon Coast for characters levels 5-10 (but recommended for levels 7-9). This adventure is found in issue 195 of Dungeon online, part of D&D Insider. Dungeon adventures may be downloaded by subscribers from the Wizards of the Coast website. This adaptation document does not present adjusted stat blocks for multiple tiers; any legal Adventure Level 8 table can play (character levels 5-10 are eligible for AL 8). Please bear in mind that the stat blocks in the adventure were written for a party of level 7-9 characters. Tables of all level 5-6 characters might find this adventure difficult. At least one person at the table (either a player or the DM) must have an active subscription to D&D Insider. We recommend that you allow at least eight hours of playing time to complete this adventure (the equivalent of a two-round LFR adventure).

Cleaning the infestation beneath the boughs of Cormanthor reveals that you have only scratched the surface of the true corruption. Demon cultists have infiltrated Myth Drannor and the ancient land needs your help to stop their nefarious plot. This is a two-round continuous-play Living Forgotten Realms Battle Interactive set in Myth Drannor for characters of the Heroic and Paragon tiers (levels 1-20). We expect the adventure to take about 8-10 hours of play time to complete. This adventure is combat-intensive; players who do not enjoy combat encounters are unlikely to enjoy this adventure. It is recommended, but not required, that at least three of the characters be members of the same Adventuring Company. This adventure takes place following the events of SPEC3-1 and SPEC3-2, and concludes the Roots of Corruption story that began in those two adventures, but the adventures need not be played in any particular order.

The Golden Way is one of the longest and most famous trade routes in Faerun. It stretches from the city of Telflamm on the Easting Reach all the way to Shou Lung in the exotic land of Kara-Tur. Many caravans stop at the fortified outpost of Uzbeg, near the Lake of Mists. Uzbeg has a reputation for safety and security -- so why did all of your wagons disappear last night? A Living Forgotten Realms adventure set in the Hordelands for characters levels 1-4.

Fragments of an ancient, shattered tablet have surfaced all across Faerun. Its origin is shrouded in the prophecies of a dread sorceress, but what little is known of this artifact's power is enough to concern even the Coronal of Myth Drannor. Those who seek answers must embark on a quest into the realm of eternal winter. Your greatest threat may not be the wrath of Thrym the frost titan king, but rather the moral choices you will make in order to find the truth. A two-roundLiving Forgotten Realms adventure set in the Elemental Chaos for characters levels 17-20. This is the first part of the Shattered Secrets series, which concludes with CORE2-12 The Sschindylryn Heresy (levels 17-20). We recommend that you allow a minimum of eight hours of playing time to complete this adventure.

A death goddess' relic lies shattered across the Realms. The drow from Sschindylryn now seek to rejoin the fragments and uncover its secrets, in defiance of the Spider Queen. But what they will unleash is not an ally against Lolth, but a new blight upon the world. And all it needs to awaken is one word. A two-roundLiving Forgotten Realms adventure set in the Underdark for characters levels 17-20. This is the second and final part of the Shattered Secrets series, which began with CORE2-11 The Sign of Four (P3). Playing the two adventures in order is strongly encouraged. We recommend that you allow a minimum of eight hours of playing time to complete this adventure.

An eerie tale told around a late-night fire leads to a mystery of fear, loss, and murder. A Living Forgotten Realms adventure set in Mossbridges (near Ravens Bluff) for characters of the Heroic tier (levels 1-10). This adventure features additional role-playing opportunities for PCs who are members of the Knights of the Golden Rooster meta-organization, or who have related Story Awards from the MINI2 series of adventures set in Ravens Bluff. This adventure focuses on investigation and role-playing, and has fewer opportunities for combat than most LFR adventures.

The Queen of Thorns is coming to take the throne of Cormyr, but there is still time to bolster the kingdom's defenses. The race against the Queen's gathering forces is on! A Living Forgotten Realms adventure set in Cormyr for characters levels 14-17. This is the second part of the Queen of Thorns trilogy, which began in CORM1-6 Curse of the Queen of Thorns. The trilogy concludes with CORM2-4 Fury of the Queen of Thorns (P3).

The kingdom of Cormyr is cursed. Prophecy warns that the Queen of Thorns will end the reign of the Obarskyr family and seize the throne for her own. Dare you stand with King Foril in his attempt to defy this terrible fate? A Living Forgotten Realms adventure set in Cormyr for characters levels 17-20. This adventure concludes the Major Quest that began in CORM1-6 Curse of the Queen of Thorns (P1) and continued in CORM2-3 Secret of the Queen of Thorns (P2). Players are strongly encouraged to play the three parts of this Major Quest in order, with the same character, if at all possible. Story Awards from the previous adventures have a very strong influence on the details and difficulty of this adventure. This adventure can run long; we recommend that you allow 5-6 hours of play time, but some groups have completed it within a standard 4-hour slot.

Something in the forests of Deepingdale drives the elves from their ancestral home. A black tree spews out disease and spawns shadow creatures bent on taking over the woods. Will you be able to solve the problem in time? A Living Forgotten Realms adventure set in the Dalelands for characters levels 11-14. This adventure is the second and final part of the Major Quest that began in DALE2-03 Swords from Plowshares (H2). You must play the two adventures in order to complete the Major Quest.

When adventurers have the opportunity to set right an ancient curse and help a tortured nymph find true love, nothing can stand in their way. Or can it? A Living Forgotten Realms adventure set in the Dragon Coast for characters levels 7-10. This adventure is the third and final part of the Treacherous Waters trilogy, which includes DRAG2-02 This Gathering Storm (H1) and DRAG2-03 Of Wild and Darkened Waters (H2). Playing at least one of the prior adventures before this adventure is encouraged (and the encouragement includes a Major Quest award), but not required.

Citizens of Hammergate are suffering sleepless nights, with visions of undead horrors invading their dreams. To one gnome, these nightmares have a special meaning. You must discover the secret of her visions or no one will ever sleep peacefully again. A Living Forgotten Realms adventure set in the East Rift for characters levels 11-14.

A string of grisly murders has hit the town of Triel. Word on the street is that insanity grips the townspeople and a new cult is to blame. Are these just whispers in the dark or is there something more sinister behind it all? A Living Forgotten Realms adventure set in Elturgard for characters of the Heroic tier (levels 1-10). This adventure is the first part of the Sinister Intentions Major Quest. This is a roleplay-intensive adventure with multiple paths for the PCs to potentially explore. We recommend that you allow 5-6 hours of play time, if possible, instead of the normal 4 hours of a convention slot.

In the wake of the recent conflict against the Plaguechanged horde, the paladins of Elturel find themselves and their city pushed to the breaking point. The corruption of the Spellplague yet lingers in many parts of the city, and Elturel's citizens feel overlooked while Torm's faithful focus on vengeance instead of guardianship. In this chaotic environment, hero and villain alike must seek ways to work together for the common good -- or perhaps the appearance of charity merely hides an ulterior motive. A Living Forgotten Realms adventure set in Elturgard for characters of the Heroic tier (levels 1-10). This adventure is the first part of the Controlling Chaos Major Quest.

Corellon's realm of Arvandor is known for more than its majestic forests and splendid islands. The exalted of Arvandor track down and destroy abominations in an eternal event known as the Glorious Hunt. When Corellon and his exarchs receive more than they bargained for, will you join the hunt? A Living Forgotten Realms adventure set in Myth Drannor and the Astral dominion of Arvandor for 21st-level characters. This adventure marks the premiere of the LFR Epic Campaign. This is a three-round continuous-play adventure and is expected to take about 12-15 hours of play time.

Mortal heroes have just foiled a plot to assassinate a god and despoil his realm. The perpetrators' trail leads to Carceri, an astral prison that detains powerful abominations, disobedient angels, and horrors from beyond the known planes. The only way to find out who's behind the attack is for you to give chase into the Red Prison... and risk being trapped for eternity with beings feared even by the gods. A three-round continuous-play Living Forgotten Realms Epic Campaign adventure set in Carceri for 22nd-level characters. This adventure is a direct sequel to EPIC3-1 The Glorious Hunt. We recommend that you allow 12-15 hours of playing time in order to complete this adventure.

A trail of assassination and devastation has led you across the planes to Lolth's throne. The path to the Queen of Spiders is treacherous and the souls of many brave heroes have been trapped alongside the demons, ensared in her eternal webs. Can you weave your way through the Demonweb to untangle the fate of mortals and gods alike? A three-round continuous-play Living Forgotten Realms Epic Campaign adventure set in the Demonweb for 23rd-level characters. This adventure is a direct sequel to EPIC3-2 Cracks in the Crimson Cage and concludes Season 1 of the LFR Epic Campaign. We recommend that you allow 12-15 hours of playing time in order to complete this adventure.

The death of their leader Ekrilliek was supposed to end the threat of the goblins of Brikklext. Instead, it led to an opportunity for the demon Morthak to seize control of the goblins with promises of sweet revenge for their fallen chief. Now, with the aid of Morthak and his powerful allies, the goblins are preparing to launch a decisive attack against the people of Impiltur. Will heroes rise up to stop the impending invasion? A Living Forgotten Realms adventure set in Impiltur for characters levels 17-20. Characters who have played IMPI2-2 Wetwork and/or IMPI2-3 Rooting out Corruption may find this adventure particularly interesting.

Records containing sensitive information on Silverymoon's defenses have fallen into the wrong hands. Now you must race against time to recover these records before they can be used against the Gem of the North. A Living Forgotten Realms adventure set in Luruar for characters levels 4-7 (H2 level band). This adventure is the second and final part of the Forbidden Lore Major Quest, which began with LURU2-3 Forgotten Crypts, Hidden Dangers (H1; click here to download). Playing the two adventures in order with the same character is recommended, but not required.

Two years ago, the city of Myth Drannor was overrun with vermin. While adventurers were able to purge the infestation, bigger problems at the time ensured the event was quickly forgotten. Now a familiar fungus spreads its tendrils through the ancient woods of Cormanthor, and this time it's proving harder to kill. A Living Forgotten Realms adventure set in Myth Drannor for characters of the Heroic tier (levels 1-10). This adventure occurs at roughly the same time as SPEC3-2 Roots of Corruption: Dark Seeds and is related to the events chronicled in SPEC1-3 Ghosts of the Past: Hive of Corruption.

The Coronal of Myth Drannor is deeply concerned by the spread of a toxic fungus in the wilds of Cormanthor. She has asked for volunteers to enter the Citadel of Fungi, a place so toxic none have even approached it in living memory. Can you eliminate the source of this unnatural corruption before it is too late? A Living Forgotten Realms adventure set in Myth Drannor for characters of the Paragon tier (levels 11-20). This adventure occurs at roughly the same time as SPEC3-1 Roots of Corruption: Infestation and is related to the events chronicled in SPEC1-3 Ghosts of the Past: Hive of Corruption.

Evil cults have menaced the residents of Tymanther on several past occasions, with threats ranging from Ruinspoke to Djerad Thymar to the Black Ash Plains. New information suggests that now is the time to strike at one particular cult's leadership and put an end to its activities in the region once and for all. But those who supply such valuable secrets often have their own agendas... A Living Forgotten Realms adventure set in Tymanther for characters levels 14-17 (P2 level band). This adventure is a loose sequel to TYMA1-3 Tools of the Trade, and a direct sequel to TYMA1-6 Troubled Roads; it wraps up storylines from both of those adventures and thus will be of interest to characters who participated in TYMA1-3 and/or TYMA1-6. (TYMA2-3 offers a Major Quest XP award, but only to PCs who have the appropriate Story Award from TYMA1-3 that began the Major Quest.) Play of either or both of the previous adventures is neither required nor assumed.

Kobolds have been raiding the village of Ruinspoke and its outlying farms for months now. Lord Tuanek has decided that the time has come to teach the kobolds a lesson they will not soon forget. And if the enigmatic Queen Sisay deigns to make an appearance at the head of her so-called army, Tuanek has a rather pointed message he'd like you to deliver to her in person. Will you assist Ruinspoke's defenders as they make their stand against the rising darkness? A Living Forgotten Realms adventure set in Tymanther for characters levels 7-10 (H3 level band). This adventure is the conclusion of the Rise of Darkness Major Quest, which began in TYMA2-1 and continued in TYMA2-2. Play of the previous adventures is recommended, but not required.

In the finale to the Restoring Splendor major quest, you are asked to investigate an earthmote hanging over the Sword Mountains. Although the mote itself poses no apparent risk, it might harbor dangers to Waterdeep. Great heroism will be needed to face and defeat your adversaries in the skies. An ancient threat has returned, and the fates of House Moonstar and all Waterdeep may lie in the balance. A Living Forgotten Realms adventure set in Waterdeep for characters levels 11-14. The previous adventures in this Major Quest are WATE2-1 Gilding a Noble and WATE2-2 Closing a Deal. This adventure can run long; we recommend that you allow 5-6 hours of play time, if possible. Warning! This adventure is the culmination of a Major Quest and contains more difficult combat encounters than a standard P1 adventure. Level 11-12 tables probably should not play the high-tier version unless the players are both experienced and confident.

The performing arts have always been popular in Waterdeep, but the competition for best actor has become cutthroat. Can you make sense of all the drama and find the true plot? A Living Forgotten Realms adventure set in Waterdeep for characters levels 1-4 (H1 level band).

My Realms Adventure Packets

Please use MYRE3-1 for all Heroic tier My Realms adventures, and MYRE3-2 for all Paragon tier My Realms adventures. If you created a My Realms adventure using one of the MYRE1-X or MYRE2-X packets, those are now retired. However, you may update your adventure to the new XP and treasure guidelines (converting from the old level bands to the new Adventure Levels). MYRE3-1 and MYRE3-2 include expanded Treasure options (compared to MYRE1-X and MYRE2-X). You may NOT retroactively award additional XP or gold for previously-played My Realms adventures, nor may players who previously spent found-item slots on the older, more restrictive treasure bundles go back and choose new items. The new guidelines apply only for My Realms adventures that are played on or after 20 April 2011. If you have any questions, please post in the LFR Community Forum.

Perhaps you would like to hear a tale? I know just the one: a story of danger and heroism in the deserts of Calimshan... A Living Forgotten Realms adventure of the DM's devising set in Calimshan for characters of the Heroic tier (levels 1-10) or the Paragon tier (levels 11-20). This packet follows the normal rules for a My Realms adventure, but it also contains specific adventure hooks, Story Awards, and Treasures to allow DMs to design and run adventures set in Calimshan for Heroic-tier or Paragon-tier PCs.

Website Activity

This section includes notes about recent adventure releases, other file uploads, adventure corrections/errata, and so forth. Checking here will give you a quick way to tell whether we've added or changed anything since your last visit to the site. This information is provided merely as a brief reference and is not a substitute for following the LFR Community blog and forums. Items are deleted after about 3-4 months so that the list doesn't get too long (this site went live in late December 2010). The listed dates may not match your local dates exactly (the site is hosted in the US Eastern time zone).

TODO: Final cleanup, merge the archived adventures page and the main adventures page into a single consolidated list of everything we ever released for Living Forgotten Realms

TODO: Finalize and release AGLA2-04 Fruit of a Poisoned Tree

TODO: Finalize and release INTR4-01 Born Every Minute

IN PROGRESS: Finalize and release ADAP4-05 and 4-06 (parts 3-4 of the Against the Giants series)

16 May 2014: Released all of the ADCP adventures (pending ADCP6-1) to the website for direct download - no need to fill out the online request form any more

16 May 2014: Moved the meta-org rules into the same section as the Campaign Guide and the sample Adventure Log (no changes to the text)

06 December 2013: Updated links that broke when WotC released a new Community website

24 October 2013: Released WATE3-03 Dark Ranger

21 October 2013: Released WATE3-02 Deepest Shadow

16 October 2013: Released NEVE5-03 Spider's Web

03 October 2013: Released NEVE5-02 Serpent's Kiss

16 September 2013: Released NEVE5-01 Hound's Baying

08 August 2013: Released PREQ5-01 Edge of Justice

20 July 2013: Released EPIC5-02 Dragons Dark

12 July 2013: Released SPEC5-03 What Distant Skies

06 July 2013: Released SPEC5-04 Sky's Favor

05 July 2013: Released CORE5-09 Last Testament

28 June 2013: Released CORE5-07 Broken Light and CORE5-08 The Dantalien Maneuver

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